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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@790 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2007-01-08 22:45:00 +00:00
parent cf533fc234
commit 5772574321
6 changed files with 133 additions and 33 deletions
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<h3>Command-Line Options</h3>
<p>
-d runs a dedicated server
</p>
<p>
Default is a non-dedicated server with only a single client. Dedicated
servers run in the shell only (no graphics), with increased priority yet use very
little cpu time &amp; memory, so you can run one in the background, or at the same
time with a client if you want to host a game.
Server port is fixed at 28763,
with 28764 being used for the server info requests (both UDP).
In the file <i>actioncube_server.bat</i> (or the respective .sh file in linux) you can add or
change command line options:
</p>
<p>
<span class="code">-wX</span> sets desired screen width to X, default is <span class="code">-w640</span>
<br />
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<td>Precision Tech AD-81 Sniper Rifle</td><td>85</td><td>1500ms</td><td>0.6</td><td>56</td><td>1950ms</td><td>5</td><td>20</td><td>20</td>
</tr>
<tr>
<td>A-Ard 10 Submachine Gun</td><td>15</td><td>80ms</td><td>12.5</td><td>188</td><td>1650ms</td><td>30</td><td>60</td><td>120</td>
<td>A-Ard 10 Submachine Gun</td><td>16</td><td>80ms</td><td>12.5</td><td>200</td><td>1650ms</td><td>30</td><td>60</td><td>120</td>
</tr>
<tr>
<td>V-19 Combat Shotgun</td><td>105</td><td>1000ms</td><td>1</td><td>105</td><td>2400ms</td><td>7</td><td>28</td><td>28</td>
@@ -359,8 +359,8 @@
<h3>Bots</h3>
<p>
ActionCube comes with bots to offer singleplayer deathmatching. To start a botmatch, press ESC and navigate to <i>Singleplayer &rArr; Bot Deathmatch</i>.
There you can choose the skill, number of bots and the map to play on. Please keep in mind that ActionCube`s main approach is multiplayer gaming,
ActionCube comes with bots to offer singleplayer deathmatching. To start a botmatch, press ESC and navigate to <i>Singleplayer</i>.
There you can choose the mode, skill, number of bots and the map to play on. Please keep in mind that ActionCube`s main approach is multiplayer gaming,
the bots lack certain features.
</p>
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if set to 1, the weapons will reload automatically once the mag gets empty.
<div class="code">
sensitivity N
</div>
sets the mouse sensitivity.
<div class="code">
gamespeed P
</div>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
<head>
<title>ActionCube: </title>
<title>ActionCube</title>
<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8" />
<link rel="stylesheet" href="docs.css" />
</head>
@@ -15,6 +15,19 @@
<h2>History</h2>
<h3>ActionCube v0.92</h3>
<p>7. December 06</p>
<ul>
<li>new bot gamemode <i>one shot, one kill</i></li>
<li>auto team</li>
<li>colored messages</li>
<li>public and private server mastermodes</li>
<li>fixed several memory bugs</li>
<li>fixed scoreboard width</li>
</ul>
<h3>ActionCube v0.91</h3>
<p>12. November 06</p>
@@ -110,7 +123,7 @@
<h3>Project Launch</h3>
<p>
Juli 04 - Arghvark, driAn, Verbal_ and dtd started working on ActionCube. The initial idea was to create a CS like game based on cube.
July 04 - Arghvark, driAn, Verbal_ and dtd started working on ActionCube.
</p>
</div>
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known issues:
- bots do not use the akimbo, grenades and ladders
- bots do not use the akimbo and grenades
- demo recording is not fully functional
- bot waypoints are only very basic
- grenades use fake physics
etc
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Setting up a Server
</h2>
<h3>Command Line Options</h3>
<h3>The ActionCube Server</h3>
<p>
In the file <i>actioncube_server.bat</i> (or the respective .sh file in linux) you can add or
change command line options. The possible command line options can be obtained from the
<a href="config.html">configuration section</a> of this readme.
Dedicated servers run in the shell only (no graphics), with increased priority yet use very little cpu time and memory,
so you can run one in the background, or at the same time with a client if you want to host a game. Server port is
fixed at 28763, with 28764 being used for the server info requests (both UDP). See the <a href="getstarted.html">Get Started Guide</a>
to find out how to join a server.
</p>
<h3>Main Configuration</h3>
<p>
The ActionCube server is mainly configured using command line options set in the server script <i>actioncube_server.bat</i> on windows or
<i>actioncube_server.sh</i> on linux.
</p>
<div class="code">
bin_win32\ac_server.exe -c8 -n"My AC Server"
</div>
<p>
Possible command line options can be obtained from the <a href="config.html">configuration section</a> of this readme.
Run the script to start the server.
</p>
<h3>Maprotation</h3>
@@ -55,38 +72,110 @@ ac_depot:5:10:1
<h2>Administration</h2>
<h3>Master</h3>
<h3>Cheating</h3>
<p>
Cheating is a problem that can't be solved entirely.
ActionCube is opensource, so everyone that knows how to compile it can easily modify the source to do whatever he wants,
thats the problem of opensource games. The fact that the whole game logic is client-side, to save a lot bandwith, makes it even easier to cheat.
There is no way to avoid this abuse.
</p>
<h3>Master Mode</h3>
<p>
ActionCube comes with a <i>very</i> simple implementation of a master console.
If you set a master password for your server, you can connect to it and login using this command:
</p>
ActionCube adapts the useful feature called <i>master mode</i> known from the Cube 2 games. It's implemented in a slightly different way though.
Servers operate in a so called <i>master mode</i> which allows people to easily and painlessly have games with people they know,
without being disturbed by cheaters. The way it works is very simple: the first person to enter a server and use the <span class="code">setmaster</span>
command becomes the master of that server. The master of a server can force map changes, set a different master mode and perform other
administrative actions normal players can't.
</p>
<div class="code">
masterlogin FOOBAR
setmaster B P
</div>
<p>
where <span class="code">FOOBAR</span> is the password you set. If your login attempt fails, you will be
kicked from the server.
where is <i>B</i> is 1 to claim master or 0 to give up master. <i>P</i> is an optional password that can be supplied to become master
even if there is already a master on the server. The owner of a server can configure this password and use it as tool to remove the current master
and become master himself.
</p>
<p>
The master can change the master mode of the server using the <span class="code">mastermode</span> command:
</p>
<div class="code">
mastermode N P
</div>
<p>
sets the master mode to <i>N</i>. Possible master modes are:
</p>
<ul>
<li>0 (open) - Anyone can enter the server. This is the default mode. It is good for games with random people, if no cheaters appear to be around.</li>
<li>1 (private) - Noone can join the server anymore. Good for games with friends when cheaters are around, cheaters wont even connect, so wont have the chance to try and screw things up.</li>
</ul>
<h3>Kick and Ban</h3>
<p>
Once you are logged in as master, you can kick and ban people from the server. Type this command into
the console to get the master menu that lets you select the players to kick/ban:
Once you claimed master, you can kick and ban people from the server. Open the scoreboard (key: TAB) to look up the client number (cn) of the player
you want to kick or ban.
</p>
<div class="code">
master
kick N
</div>
<p>
Banning players means, any connection attempts from their IP will be refused for the next 20 minutes.
To remove the bans, select <i>Remove Bans</i> in the master menu.
kicks the player with the client number <i>N</i> from the server.
</p>
<div class="code">
ban N
</div>
<p>
kicks the player with the client number <i>N</i> from the server and refuses any connection attempts from his IP for the next 20 minutes.
</p>
<div class="code">
rembans
</div>
<p>
This removes all active bans.
</p>
<h3>Auto Team</h3>
<p>
The current master can enable the auto-team option for the server. If enabled, newly connected clients will be forced to the smaller team and switching to the bigger
or equal sized team won't be possible anymore. A team shuffle is performed every time the game mode changes from FFA to a team mode and when the auto-team
option is initally enabled.
</p>
<div class="code">
autoteam N
</div>
<p>
where <i>N</i> is 1 to enable and 0 to disable the auto-team option.
</p>
<h3>Master Menu</h3>
<p>
Some administrative actions can be done using the GUI. Use this command to bring up the master menu:
</p>
<div class="code">
mastermenu
</div>
</div>
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